|
|
|
@ -9,13 +9,24 @@ layout(binding = 1) uniform isampler2D stencil_tex; |
|
|
|
|
|
|
|
layout(location = 0) out vec4 color; |
|
|
|
|
|
|
|
float conv_to_float(uint value, uint mantissa_bits) { |
|
|
|
uint exp = (value >> mantissa_bits) & 0x1Fu; |
|
|
|
uint mantissa_shift = 32u - mantissa_bits; |
|
|
|
uint mantissa = (value << mantissa_shift) >> mantissa_shift; |
|
|
|
return uintBitsToFloat((exp << 23) | (mantissa << (23 - mantissa_bits))); |
|
|
|
} |
|
|
|
|
|
|
|
void main() { |
|
|
|
ivec2 coord = ivec2(gl_FragCoord.xy); |
|
|
|
uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f)); |
|
|
|
uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0f)); |
|
|
|
uint stencil = uint(textureLod(stencil_tex, coord, 0).r); |
|
|
|
uint depth_stencil = (stencil << 24) | (depth >> 8); |
|
|
|
uint red_int = (depth_stencil >> 21) & 0x07FF; |
|
|
|
uint green_int = (depth_stencil >> 10) & 0x07FF; |
|
|
|
uint blue_int = depth_stencil & 0x03FF; |
|
|
|
|
|
|
|
color.b = float(depth >> 22) / (exp2(10) - 1.0); |
|
|
|
color.g = float((depth >> 11) & 0x00FF) / (exp2(11) - 1.0); |
|
|
|
color.r = float(depth & 0x00FF) / (exp2(11) - 1.0); |
|
|
|
color.r = conv_to_float(red_int, 6u); |
|
|
|
color.g = conv_to_float(green_int, 6u); |
|
|
|
color.b = conv_to_float(blue_int, 5u); |
|
|
|
color.a = 1.0f; |
|
|
|
} |